Thank you for the commentary. it is really helpful.I kinda liked the effect, but you're right, its a little to much.However your division gives back really bland colors, so it needs some tweaking (i will experiment with it).

Those papers you gave me are really heavy, i looked into them and i understand a bit, so i will think about that.At the moment i dont know how to continue, because i want to be able to zoom into those planets.Using this method with an extremely large terrain, would stuff the whole video memory with textures in seconds, so i dont think this would be smart (generating takes a lot of time, so creating / deleting an texture for evrey chunk would be to slow im afraid).

As overall planet i could still use an texture but when i zoomed in a little, the texture would become much to large if i want to keep it detailed.Like my experiments above im trying to edit the meshes itself, so i could render the whole stuff without depthmap texture.This way i can break up evrey mesh if i need more detail, when i zoom in m ore and more.However im afraid i cant achive the details i have now using texture splatting.

Planet with some shaders active (terrain, atmosphere and atmospheric glow).

The planet is very nice. If you want to be realistic, the atmosphere is much thinner, though. Earth diameter ~12000km, breathable atmosphere < 10 vertical km, atmosphere top around 100 vertical km => less than 1% of planet diameter.

But the FPS Meter is a bit weird... it shows the average of the total and something else?

Anyway, if you want to you can use a simple FPSMeter that I have wrote for my games.It returns frames in last 1000ms (just like Fraps fps meter).Usage:FPSMeter fpsMeter = new FPSMeter();fpsMeter.getFrames(); // returns fps (you need to call it, at least from time to time so the the fps list doesn't get too big)fpsMeter.frame(); // call it at the end of frame

But the FPS Meter is a bit weird... it shows the average of the total and something else?

Anyway, if you want to you can use a simple FPSMeter that I have wrote for my games.It returns frames in last 1000ms (just like Fraps fps meter).Usage:FPSMeter fpsMeter = new FPSMeter();fpsMeter.getFrames(); // returns fps (you need to call it, at least from time to time so the the fps list doesn't get too big)fpsMeter.frame(); // call it at the end of frame

Do'nt mind the counters .It simply tells how much ms it takes to update and render an planet.At the right it shows how much fps that would be (the planets only consists of a few vertrices so its really fast atm, therefore it shows >1000 fps).The other one is memory usage and zoom level.

This is just an simulator for me, to test the generation and mechanics of planets.The game is going to use a whole different loop and display.

Very nice indeed. A small idea: make the land less specular than the water, that uses to look better.

Thank you, but i already implemented this, guess i need to tweak some values.Its hard to get it right, because everything looks cool, and im not sure whats better.New version (more glow, and 8x more intense)

java.lang.IllegalStateException: Function is not supported at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58) at org.lwjgl.opengl.ARBShaderObjects.glDeleteObjectARB(ARBShaderObjects.java:67) at g.b.a.a(Unknown Source) at g.b.a.<init>(Unknown Source) at j.f.<init>(Unknown Source) at j.g.<init>(Unknown Source) at Game.a.<init>(Unknown Source) at Game.e.run(Unknown Source) at java.lang.Thread.run(Unknown Source)java.lang.IllegalStateException: Function is not supported at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58) at org.lwjgl.opengl.ARBShaderObjects.glDeleteObjectARB(ARBShaderObjects.java:67) at g.b.a.a(Unknown Source) at g.b.a.<init>(Unknown Source) at j.f.<init>(Unknown Source) at j.g.<init>(Unknown Source) at Game.a.<init>(Unknown Source) at Game.e.run(Unknown Source) at java.lang.Thread.run(Unknown Source)java.lang.IllegalStateException: Function is not supported at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58) at org.lwjgl.opengl.ARBShaderObjects.glDeleteObjectARB(ARBShaderObjects.java:67) at g.b.a.a(Unknown Source) at g.b.a.<init>(Unknown Source) at j.e.<init>(Unknown Source) at j.g.<init>(Unknown Source) at Game.a.<init>(Unknown Source) at Game.e.run(Unknown Source) at java.lang.Thread.run(Unknown Source)java.lang.IllegalStateException: Function is not supported at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58) at org.lwjgl.opengl.ARBShaderObjects.glDeleteObjectARB(ARBShaderObjects.java:67) at g.b.a.a(Unknown Source) at g.b.a.<init>(Unknown Source) at j.e.<init>(Unknown Source) at j.g.<init>(Unknown Source) at Game.a.<init>(Unknown Source) at Game.e.run(Unknown Source) at java.lang.Thread.run(Unknown Source)Exception in thread "Thread-4" java.lang.IllegalStateException: Function is notsupported at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58) at org.lwjgl.opengl.ARBBufferObject.glBindBufferARB(ARBBufferObject.java:43) at g.c.a.a(Unknown Source) at j.a.a.c(Unknown Source) at j.g.d(Unknown Source) at Game.a.b(Unknown Source) at Game.e.run(Unknown Source) at java.lang.Thread.run(Unknown Source)

Thank you for trying, however the game is kinda dead atm.Im posting my progress for new ideas and to show schreenshots for comments.Maybe i continue the game later with the progress i have made on the planets.

It seems like your computer does not support shaders or something, mind posting your graphics card?I will solve this problem if the game makes it to another version.

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